scummvm/engines/draci/walking.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
2009-10-30 05:21:44 +00:00
* $URL$
* $Id$
*
*/
#ifndef DRACI_WALKING_H
#define DRACI_WALKING_H
#include "common/array.h"
#include "common/rect.h"
namespace Draci {
class Sprite;
typedef Common::Array<Common::Point> WalkingPath;
class WalkingMap {
public:
WalkingMap() : _realWidth(0), _realHeight(0), _deltaX(1), _deltaY(1),
_mapWidth(0), _mapHeight(0), _byteWidth(0), _data(NULL) { }
void load(const byte *data, uint length);
bool getPixel(int x, int y) const;
bool isWalkable(int x, int y) const;
Sprite *newOverlayFromMap(byte colour) const;
Common::Point findNearestWalkable(int x, int y, Common::Rect searchRect) const;
bool findShortestPath(Common::Point p1, Common::Point p2, WalkingPath *path) const;
void obliquePath(const WalkingPath& path, WalkingPath *obliquedPath);
Sprite *newOverlayFromPath(const WalkingPath &path, byte colour) const;
Common::Point getDelta() const { return Common::Point(_deltaX, _deltaY); }
private:
int _realWidth, _realHeight;
int _deltaX, _deltaY;
int _mapWidth, _mapHeight;
int _byteWidth;
// We don't own the pointer. It points to the BArchive cache for this room.
const byte *_data;
// 4 possible directions to walk from a pixel.
static int kDirections[][2];
void drawOverlayRectangle(const Common::Point &p, byte colour, byte *buf) const;
int pointsBetween(const Common::Point &p1, const Common::Point &p2) const;
Common::Point interpolate(const Common::Point &p1, const Common::Point &p2, int i, int n) const;
bool lineIsCovered(const Common::Point &p1, const Common::Point &p2) const;
// Returns true if the number of vertices on the path was decreased.
bool managedToOblique(WalkingPath *path) const;
};
/*
* Enumerates the directions the dragon can look into when arrived.
*/
enum SightDirection {
kDirectionLast, kDirectionMouse, kDirectionUnknown,
kDirectionRight, kDirectionLeft, kDirectionIntelligent
};
/**
* Enumerates the animations for the dragon's movement.
*/
enum Movement {
kMoveUndefined = -1,
kMoveDown, kMoveUp, kMoveRight, kMoveLeft,
kMoveRightDown, kMoveRightUp, kMoveLeftDown, kMoveLeftUp,
kMoveDownRight, kMoveUpRight, kMoveDownLeft, kMoveUpLeft,
kMoveLeftRight, kMoveRightLeft, kMoveUpStopLeft, kMoveUpStopRight,
kSpeakRight, kSpeakLeft, kStopRight, kStopLeft
};
class WalkingState {
public:
WalkingState() : _path() {}
~WalkingState() {}
void clearPath() { _path.clear(); }
void setPath(const Common::Point &p1, const Common::Point &p2, const Common::Point &delta, const WalkingPath& path);
const WalkingPath& getPath() const { return _path; }
private:
WalkingPath _path;
};
} // End of namespace Draci
#endif // DRACI_WALKING_H